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Party campaigns for D&D 5e
D&D campaign for a group

Everyone plays. Nobody runs the game.

Campaigns written for a party of two to six, with enough moving parts that every character has a job. The host sends a link and the table fills up.

An account is required to play. A card is not.

Every group has the same bottleneck: the one friend willing to be Dungeon Master. When that person is busy, tired, or would simply like to play for once, game night does not happen.

These campaigns are designed for a party, and the game runs them, so the whole group plays. Each lists the party size it was written for. Play live on a call together, or asynchronously when six calendars refuse to line up.

Choose your group's next story.

Haunted Keeps

Cursed castles, abandoned forts, and the terrible things their walls were built to contain.

The Pit at Vranohrad cover art

The Pit at Vranohrad

Guard a desperate commission and uncover what rises beneath an abandoned fort in plague-starved Bohemia.

Designed for 2-6 players
The Drowned Rooms at Veyr cover art

The Drowned Rooms at Veyr

Rescue three salvagers from a flooded castle before the tide and its dead owner reclaim them.

Designed for 2-6 players
The Last Muster at Rookscar cover art

The Last Muster at Rookscar

Evacuate a border keep before its murdered garrison drafts the living into one last battle.

Designed for 1-6 players

Haunted Keeps is included with every TableForge account. An account is required to play. A card is not.

Thrain Mapcarver

A boisterous dwarf scholar-explorer who treats every dungeon as an unread chapter and every party as the heroes of a chronicle still being written. Equal parts archaeologist, bard, and theatrical expedition leader.

Every campaign here comes with the Dungeon Master included. Thrain narrates the scenes, voices the characters, and keeps the dice honest, so nobody at your table has to run the game.

Frequently asked questions

The practical details before you begin.

How many players can join one campaign?
Up to six, each with their own character and sheet. Every campaign on this page shows the party size it was designed for, so a group of three can pick something that will not feel empty and a group of six can pick something with enough to do.
Does everyone in the group have to pay?
No. The host starts the campaign and shares an invite link. Everyone who joins from that link plays free, and they do not need to own a pack the host bought. After the free session, only the host needs a paid plan.
What if our group can never find a night that works?
Play asynchronously. Each player takes a turn when they have a moment, the Dungeon Master responds, and the story advances without a shared calendar slot. The same campaign can switch to a live session whenever the group does manage to gather.
How does the game keep a big party fair?
Combat runs on initiative order through a 5e rules engine, so turns, hit points, conditions, and spell slots are tracked for every character rather than remembered. Outside combat, any player can act whenever they like, and nobody has to wait for a turn to speak.
How do the paid group packs work?
The host buys a pack one time and owns it from then on, and can start its campaigns for any group, any number of times. Purchasing requires a plan with unlimited turns, since a full party burns through the free plan's turn limit quickly. Legendary hosts get one pack credit a month.

Send the link. Fill the table.

Make a character, start a campaign, and invite the group. No card, no download, no volunteer required.

Create a free account

60 free DM turns. No card required.